Great trick using the HDRI + Syntax for simplicity. I noticed a couple of errors in your video however, the Reflection channel should also be sRGB not linear - the rest of your gamma settings are correct. Also if you are using the Glossiness/Spec workflow you do not need the IOR map as this is a Metalness workflow - this is handled by the Diffuse + Specular map in the Glossiness workflow - just simply uncheck fresnel. You dont have control over the fresnel in Substance Painter as all dialectics are treated as a value of 1.5 and Metals are treated as 0.001 so there is no need to remap the IOR back to a 1/IOR range for the Glossiness workflow - unless you are converting a metalness to glossiness then you should use the IOR map in the fresnel slot.
@Nj867433 жыл бұрын
1:38 hi, just wanted to let u know that it shows the tiles in max too u just need to use that option show the multitile dialogue on the top right of ur UV editor window. Its usually off by default, i was searching for that option too and just got it so thought of letting u know.
@pix2cad4903 жыл бұрын
Thank you so much for sharing your knowledge. I was struggling with udim tiles using with vray hdri..and you just solved this. Thanks again man!
@mehmetkilic19953 жыл бұрын
I had 11 UV Set and couldn't find the way to import them into mat-editor. Your trick of HDR + works great.. I just can not see them in viewport but rendered image looks perfect!
@yaschan993 жыл бұрын
Awesome!!! Thanks for letting me know!
@wynandhenderson44284 жыл бұрын
To show udim tiles in max unwrap click click 4 x'ses icon top right in edit uv's window
@NibblyBitz4 жыл бұрын
How do you make more than 2 tiles?
@seragyugi2007 Жыл бұрын
u can use more than ten udim how ? the number 10 udim in the uv dont use it use from 1001 to 1009 ignore number 1010 then if u want more use 1011 to number 1019 ignore 1020 just dont use 1010 1020 1030 it will destroy the number when import to mutli tile node i try it and it worked with me and with asset tracting too
@3drocket5 жыл бұрын
Years ago I designed some software called Deep Paint 3d that enabled artists to paint across different UV sets and textures. I am really surprised that it is still not possible in Substance Painter.
@davidedwardsme4 жыл бұрын
I recall DP3d had a little spotlight on Disney's Tarzan :) I remember those BTS videos blowing me away in my younger days!
@Vizeral4 жыл бұрын
Very informative. We need more like this. Thank you!
@sturm3d5 жыл бұрын
Thanks Jaako, this was helpful. I didn't know that the VRAY HDRI node can handle UDIMs - from now on I will have to use that. It certainly makes things much more compact. My question with this method, how do you proceed in case you want to adjust certain areas of the material within 3dsMax? So let's say the reflection of the ground does not look right while the shading of the rest looks ok. Do you go back to substance, make those adjustments there and re-export your updated textures? Do you use bitmap masks and finetune the ground with V-Ray Color Correct while looking at IPR? Or do you duplicate the entire V-Ray Material and make the adjusments on the seperate copy? I guess each way has pros and cons, but I would be interested how you'd do it. Also what I wonder about is why you chose not to export metalness.. Thanks again for enlightening me about your workflow!
@yaschan995 жыл бұрын
Hi! Thank you a lot for watching and for your comment. I have used both of the methods you mentioned, mostly re-export from Painter though because I am usually not in charge of rendering or final shaders. But masks are definitely powerful way to do it as then we can use slate editor nodes for the task.
@yaschan995 жыл бұрын
To be accurate, regarding export, this is a spec/gloss workflow. For VRAY you can use IOR that of a metal, like between 8-12. This is how I have been doing it, the combination of glossiness and reflection maps will give you best result. So if I understood this correct no metallic map is needed. This is a resource: forum.substance3d.com/index.php?topic=16377.0 Well in this particular example this is dielectric material completely as this is rust and paint on metal, not metal.
@yaschan995 жыл бұрын
So I essentially forgot to plugin IOR maps. Furthermore, Fresnel on metal materials in VRAY seems to be a little more complex. See this: kzbin.info/www/bejne/j5uUqXqtmsegbtU
@sturm3d5 жыл бұрын
@@yaschan99 Thanks, Yes - transfering metallic materials from Substance to V-Ray properly seemed more complex than expected to me.. even when adjusting correct IORs manually. I remember a dirty stopgap solution using diffuse maps in the reflection slot. When V-Ray Next introduced metalness to V-Ray materials it certainly helped to match my renders to what I see in Substance. You said metalness isn't necessary since your metallic machines are painted and that sounds correct. Nevertheless I found colors used on metal look very "metally" so at least a very high IOR seems appropriate (supposedly it's because of the powder coating). It makes a lot of sense what you say about adjusting shaders using a mixture of both: A) by going back to Substance and re-exporting and B) by tweaking graphs inside V-Ray materials ..however I tend to try to go towards B using masks, because with realtime feedback in IPR I can focus on finetuning the final image. I guess the right way to go is to add output and CC nodes behind the VRAY HDRI node and mask them with the exported greyscale masks using "Mix" or "Mask". Thanks for your advanced explanations, I am looking forward for tutorials from you!
@yaschan995 жыл бұрын
@@sturm3d I think what comes to Spec/Gloss workflow, most important for metals is that they are made 0,0,0 black in Diffuse, and that their F0 value is based on measured real world data. Substance Painter exports them correctly automatically, making the conversion from Metal Roughness to Spec/Gloss via VRAY preset. I do by the way recommend using Metal Roughness template in Substance Painter when creating materials for VRAY instead of other one. This has been the official recommendation by Allegorithmic. Car paint or other complex shaders are another topic, however ordinary paint or rust on metal is most definitely dielectric. Question mark for me is at the moment what to do with the fresnel for raw metal in VRAY. I have not yet rendered many things in VRAY although I have authored materials for it. What comes to dielectrics it surely seems we are all good there, but evidence suggests that for 100% physically accurate result we may need to disable fresnel for metals or use the more complex OSL shader for metal fresnel.
@arslaan1396 Жыл бұрын
when i try to import texture in vray UDIM it shows "invalid file pattern format" plz help
@emilcgi41483 жыл бұрын
Hi good tutorial. You were talking about a workaround to make 3ds max asset tracker relative paths? Got this project that im working on that im transferring across multiple systems, how do you deal with that?
@yaschan993 жыл бұрын
Thanks. Use asset tracker, refresh and strip paths
@yaschan993 жыл бұрын
Shift+T gets you there
@danielmfa3D3 жыл бұрын
Really useful tip xD thank you so much
@freeairdrop47042 жыл бұрын
I have problem en my viewport 3ds max juste one texture - but render work normal I don't know why
@Kyuuba944 жыл бұрын
Hi thank you very much for the tutorial. Can you tell where you attach the height map from substance painter in the vray material?
@AA-ld6eo3 жыл бұрын
When i import in multitile it imports only one texture and that texture is completly black
@animaoswaldo3 жыл бұрын
hi. :) I hope you can help me. I did the same steps in your tutorial HDRI and UDIM, but when I close 3dmax and then open it again the textures don't load, I have to reload my texture and do the same again. Is that normal? :(
@yaschan993 жыл бұрын
Hi Do you have Unwrap modifier in your modifier stack in max?
@animaoswaldo3 жыл бұрын
@@yaschan99 no, everything is collapsed, I don't have any modifiers in my geometry. : /
@yaschan993 жыл бұрын
Have the UVs changed somehow?
@animaoswaldo3 жыл бұрын
@@yaschan99 uvs are fine. I keep trying and I can't fix that issue
@yaschan993 жыл бұрын
I don’t think there is a way to preview UDIMs In 3Ds Max if that’s what you are trying to do.
@Dungoan-tz1zr3 ай бұрын
how to bake to texture use UDIM with v-ray ?
@danteuss884 жыл бұрын
Thanks, this was very helpful!
@lesiaradushkina5563 жыл бұрын
Thanks a LOT!!!
@yaschan993 жыл бұрын
Thank you!
@soulwanco4 жыл бұрын
great video
@claytomcs5 жыл бұрын
do u have the problem with lot of Udims 4k and slow ipr load in vray for maya?
@yaschan995 жыл бұрын
I haven’t tried VRAY for Maya sorry
@claytomcs5 жыл бұрын
@@yaschan99 right but do u experience it in 3ds?
@yaschan995 жыл бұрын
Yes exactly
@yaschan995 жыл бұрын
And I consider multitile node in Max completely useless and broken at this point
@claytomcs5 жыл бұрын
@@yaschan99 hmm hope they improve soon, thanks for replying